Small Update (v116)
Save files from the previous public version are compatible with this update.
This save-compatible update focuses on targeting fixes, dungeon and camping tuning, small balance adjustments, and UI cleanup.
Save Compatibility
- Fixed patch-build save detection so saves are checked by save format version, not public build number.
- Saves from older public build folders now load normally when their save format is still current.
Targeting, Spells, and Class Actions
- Ranged attacks can now be aimed into terrain, doors, walls, and empty ground as spent shots.
- Ranged auto-targeting stays focused on valid enemies.
- Class actions and spells now spend or fizzle more consistently after an invalid or empty target is chosen.
- Fixed targeting cursor rendering through fog-blocked tiles and initial tall-mode targeting camera placement.
- Increased Fly duration and rebalanced Summon Insects.
Dungeons, Encounters, and Camping
- Added shared dungeon spawn profiles for initial and refill monster budgets and replaced reentry catch-up spawning with elapsed-time refill caps.
- Let alarm reinforcements and rest/camp encounters bypass ambient monster caps when appropriate.
- Reduced dungeon rest and camp encounter interruptions to 1-2 nearby monsters.
- Improved chasing monster positioning behind allies.
- Tightened dungeon camp interruption timing around fade-to-black.
- Lowered secret door difficulty and updated secret-door discovery messaging.
Balance and Content
- Fixed Druid starting equipment.
- Rebalanced generated magic gear prices and excluded gold from sell-all-junk handling.
- Added more light clothing and leather wear to supply-shop stock.
- Increased starting ammunition for ranged-weapon starts.
- Changed Rogue to start with Thievery and moved Stealth to the Halfling racial skill.
- Added sparse blood and skeleton dressing around Dusty Dungeon floor 6.
Interface and Presentation
- Delayed named monster intro lines until the second eligible turn and added a continue pause.
- Improved boss foreboding timing based on notable level gaps.
- Prioritized unopened crates for interaction selection.
- Added a short sleep music cue and reduced repeated sleep/rest log messages.
- Tightened tall-mode shop footer layout, shortened sell-junk labels, and removed extra padding from the specialization screen.
- Fixed sprite/gamepad input activation.
- Let stairs ignore non-hostile blockers such as boulders and decoys.